Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 127 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Fighter
Level Proficiency
Bonus
Features Mastery
Die
Mastery
Dice
Maneuvers
Known
1st +2 Martial Mastery, Semi Proficiencies d4 3 3
2nd +2 Armor Expert, Weapon Expert d4 3 3
3rd +2 Combat Training, Martial Archetype d4 3 4
4th +2 Ability Score Improvement d4 3 4
5th +3 Extra Attack d6 4 5
6th +3 Archetype Feature, Combat Training (2) d6 4 5
7th +3 Legendary Ability Score Improvement, Weapon Expert (2) d6 4 6
8th +3 Ability Score Improvement, Armor Expert (2) d6 4 6
9th +4 Warriors Ideology d6 5 7
10th +4 Archetype Feature, Combat Training (3) d6 5 7
11th +4 Extra Attack (2) d8 5 8
12th +4 Ability Score Improvement, Weapon Expert (3) d8 5 8
13th +5 Heart of War d8 6 9
14th +5 Archetype Feature, Combat Training (4) d8 6 9
15th +5 Legendary Ability Score Improvement d8 6 10
16th +5 Ability Score Improvement, Armor Expert (3) d8 6 10
17th +6 Extra Attack (3), Weapon Expert (4) d10 7 11
18th +6 Archetype Feature, Combat Training (5) d10 7 11
19th +6 Ideology Improvement d10 7 12
20th +6 Ability Score Improvement d10 7 12
21st +7 Archetype Feature, Combat Training (6) d10 8 13
22nd +7 Weapon Expert (5) d10 8 13
23rd +7 Legendary Ability Score Improvement, Extra Attack (4) d12 8 14
24th +7 Ability Score Improvement, Armor Expert (4) d12 8 14
25th +8 Archetype Feature, Combat Training (7) d12 9 15
26th +8 Ideology Improvement d12 9 15
27th +8 Weapon Expert (6) d12 9 16
28th +8 Ability Score Improvement d12 9 16
29th +9 Extra Attack (5) d12+2 10 17
30th +9 Master of War d12+2 10 17

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d10
  • Hit Points at 1st Level: 20 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d10 (11) + two times your Constitution modifier per Fighter level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity/Constitution (Choose 1)
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Martial Mastery

Upon choosing this class at 1st level, you begin to achieve a level of martial mastery and warfare knowledge unlike any other warrior.

Maneuver Dice

The fighter table shows how many Mastery Dice you have to perform the Maneuvers you know. To use a Maneuver, you must expend one of these dice. You can only use one Maneuver per attack, ability check or saving throw. You regain all expended Mastery Dice upon completing a short or long rest.

Your Mastery Dice begin as d4's, and increase in size as you gain levels in this class; as shown in the fighter class table.

Maneuvers Known

The Maneuvers Known column of the Legendary Fighter class table shows how many Maneuvers you know at any given level.

Whenever you gain a level in this class, you may exchange one Maneuver you know for another.

Advanced Maneuvers

Some Maneuvers are Advanced Maneuvers, these ones are unique Maneuvers that have some sort of prerequisite (Often requiring a specific Mastery tier in a given weapon) in order to learn them.

Maneuver Saving Throws

If a Maneuver requires a creature to make a saving throw, your Maneuver saving throw DC is as follows:

Maneuer save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (Your choice)


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail, (b) Scale Male or (c) Leather Armor
  • (a) A Simple/Martial weapon and a shield or (b) 2 Simple/Martial weapons
  • (a) A light crossbow and 20 bolts or (b) 2 Simple weapons with the light property
  • (a) A dungeoneer's pack or (b) An explorer's pack

Semi Proficiencies

Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Fighter) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Fighter is the first class you choose. You can not have two instances of this feature from separate classes.

Armor Expert

Once you reach 2nd level in this class, you have reached a level of comfort and experties with armor that few others possess.

Upon receiving this feature, you may choose one of the Armor Schools as seen below. You gain the Tier 1 feature for your chosen armor school. These features only work with armor of their respective school (You can't benefit from the tier 2 ability of the Light armor school while wearing Heavy armor for example)

At levels 8, 16 and 24, you may either choose a different Armor School to gain the Tier 1 feature of, or to advance an existing Armor School by 1 Tier (From Tier 1 to 2, Tier 2 to 3, ect)

Armor School: Unarmored

Combat while wearing no traditional armor

Tier 1. While wearing no armor and not wielding a shield, you have a natural AC equal to 10 + Double this Schools Tier + Your Strength or Dexterity Modifier.

Tier 2. You may now benefit from this Schools natural armor while wielding a shield. If you are not wielding a shield, you gain a +1 bonus to your AC.

Tier 3. At the start of your turn, you may reduce your AC by up to 6 (No action required) You gain a bonus to damage rolls equal to twice the amount you reduced until the start of your next turn.

Armor School: Shields

Combat while wielding a Shield

Tier 1. If your weapon has the Versatile trait, you are able to benefit from it while wielding a shield.

Tier 2. You can not be disarmed of shields you are wielding.

Tier 3. You may now benefit from holding two shields, gaining the AC bonus from each.

Armor School: Light Armor

Combat while wearing something such as Leather Armor

Tier 1. You are resistant to falling damage.

Tier 2. You can don or doff light armor as a bonus action, and any kind of clothes are considered to be light armor for you, which have the same statistics as leather armor.

Tier 3. Attacks of opportunity have disadvantage against you.

Armor School: Medium Armor

Combat while wearing something such as Half-Plate

Tier 1. If you move up to half your movement speed during your turn, you gain a +1 bonus to your AC until the start of your next turn.

Tier 2. If your speed would be reduced, it is reduced by 5-feet less.

Tier 3. If you are able to add your Dexterity modifier to your AC while wearing medium armor, the amount of your modifier you can add is increased by 1.

Armor School: Heavy Armor

Combat while wearing something such as Plate Armor

Tier 1. You ignore the Strength requirements for heavy armor and heavy armor is considered to have half of its normal weight for determining how much you are carrying.

Tier 2. If you did not move during your turn, you are considered to have half-cover until the start of your next turn or until you move, whichever comes first.

Tier 3. You may use your Strength modifier in place of your Dexterity modifier whenever making a Dexterity saving throw.


Weapon Expert

Additionally upon reaching 2nd level in this class, you have achieved a greater skill and understanding with weapons than most others have achieved.

Upon receiving this feature, you may choose one of the Weapon Schools as seen below. You gain the Tier 1 feature for your chosen weapon school. These features only work with weapons of their respective school (You can't benefit from the tier 1 ability of Polearms with anything other than a Polearm)

At levels 7, 12, 17, 22 and 27, you may either choose a different Weapon School to gain the Tier 1 feature of, or to advance an existing Weapon School by 1 Tier (From Tier 1 to 2 or Tier 2 to 3)

Weapon School: Blades

Shortswords, Daggers, Longswords, Greatswords and similar weapons

Tier 1. When you attack with a blade, you can choose whether it deals Piercing or Slashing damage.

Tier 2. When you hit a creature with a weapon attack, you may deal slashing damage to a creature within 5-feet of the target equal to your Strength or Dexterity modifier (Your choice)

Tier 3. When you roll a natural 1 on a weapon attack, you may reroll it, using the new result even if it is a 1.

Weapon School: Bows

Shortbows and Longbows

Tier 1. You gain a +2 bonus to attack rolls.

Tier 2. You can not have disadvantage on your attack rolls (Having disadvantage will still cancel out advantage)

Tier 3. The long range of bows you wield is doubled (A longbow would now have a long range of 1200)

Weapon School: Cleavers

Handaxes, Battleaxes, Greataxes, Sickles and Similar Weapons

Tier 1. When you roll the maximum possible result on your damage die, you may immediately move up to 5-feet without provoking attacks of opportunity.

Tier 2. When you would add your Mastery die to an attacks damage roll and the die rolls a 1 or 2, you may treat it as a 3.

Tier 3. After scoring a critical hit, your critical hit range is doubled for your next attack before the end of your turn (From 19-20 to 17-20 for example)

Weapon School: Crossbows

Hand Crossbows, Light Crossbows, Heavy Crossbows

Tier 1. You ignore the loading property of crossbows you wield.

Tier 2. You no longer require a free hand to load a weapon with the ammunition property, you still need the ammunition on you however.

Tier 3. Once per round when you take the attack action, if you make all of your attacks against the same target, you may make one additional attack as apart of the same action.

Weapon School: Polearms

Glaives, Pikes, Spears, Quarterstaffs and Similar Weapons

Tier 1. When you miss with a weapon attack, you may use your reaction to deal bludgeoning damage to the creature you missed equal to your Strength or Dexterity modifier (Your choice)

Tier 2. Whenever you successfully hit with a readied attack, you deal an additional damage die.

Tier 3. When you make an attack roll against a creature larger than you, you gain a bonus to your attack roll equal to two times the size category difference (If the foe is large and you're medium, it'd be a +2 bonus)

Weapon School: Skewers

Tridents, War Picks, Lances, Rapiers and Similar Weapons

Tier 1. For every 5-feet you've moved in a straight line towards a target, you gain a +1 bonus to the damage roll of your next attack before the end of your turn.

Tier 2. Your attacks against creatures whose AC involves their Dexterity modifier in some way gains a +2 bonus to damage rolls.

Tier 3. When you score a critical hit against a creature, you may lodge your weapon into them. While lodged, the creature suffers the weapons damage die at the start of each of their turns. The weapon remains until a creature pulls it out as an action.

Weapon School: Strikers

Flails, Warhammers, Mauls, Maces and Similar Weapons

Tier 1. When attacking a creature wielding a shield, you gain a bonus to damage rolls equal to their shields AC bonus.

Tier 2. Whenever you deal damage against a creature wearing heavy armor or with a natural AC above 18 that does not involve Dexterity (Such as a Dragon with their scales) you halve all healing they receive until the start of your next turn.

Tier 3. When you score a critical hit on an enemy, you may declare attack rolls, skill checks, or saving throws. Until the end of your next turn, the struck creature suffers a penalty to the chosen roll type equal to your Mastery die.

Weapon Schools

These weapon schools are not definitive, and you may need to stretch things in order to put some weapons into it (Such as putting Whips into Blades) Work with your DM to determine what works for your character.

Some weapons may even be able to fall into multiple categories. Such as a Spear being both a Skewer and Polearm, and a Rapier being both a Blade and a Skewer... With that said, a single weapon should only ever benefit from one weapon school at a time.

Combat Training

Upon reaching 3rd level, you begin to undergo intense combat training in order to fight in the style you like. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite (Listed in the features name), in order to choose that feature, you must have at least that many levels in the Fighter class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 6th Level, 10th Level, 14th Level, 18th Level, 21st Level, and 25th Level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks), at 17th level (4 attacks), at 23rd level (5 attacks) and at 29th level (6 attacks)

Warriors Ideology

Once you achieve 9th level in this class, your ideology behind the purpose of combat and war in general has begun to cement itself. Choose one of the following features detailed below, at levels 19 and 26, your chosen feature improves in some way.

Many of these features generate a temporary Mastery die. Unless otherwise stated, this die is a d4, and is lost upon leaving initiative.

Carnage. Whenever you score a critical hit, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 19 you may have a maximum of 2 at once, and at level 26 a maximum of 3.

Eternality. At the start of your turn, you may expend 1 regular Mastery die to gain 2 temporary Mastery die. You may have a maximum of 2 of these die at a time. At level 19 you may have a maximum of 4 at once, and at level 26 a maximum of 6.

Freedom. Whenever you succeed on a saving throw, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 19 you may have a maximum of 2 at once, and at level 26 a maximum of 3.

Perseverance. Whenever you are struck by a critical hit, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 19 you may have a maximum of 2 at once, and at level 26 a maximum of 3.

Superiority. When a creature takes the attack action against you and fails to damage you on its turn, you gain a temporary Mastery die. You may have a maximum of 1 of these temporary die at a time. At level 19 you may have a maximum of 2 at once, and at level 26 a maximum of 3.

Heart of War

Beginning at 13th level, your heart beats in anticipation for the call of war. Whenever you roll initiative, you recover expended Mastery die equal to half your Mastery die maximum (Rounded down)

Master of War

Finally at 30th level, you have achieved a level of combat superiority and skill that few others can match, granting you the following benefits:

  • Once per turn when you roll a Mastery die, you may reroll it. If you do so, you must use the new result.

  • You gain a temporary mastery die as per your Warriors Ideology feature at the start of each of your turns, which disappears at the end of your turn. This die does not count against you maximum temporary mastery die.

  • Every 10 minutes that pass, you recover one expended mastery die.

Brute

Who needs fancy strategy or cunning plans? You have a very straightforwards plan of attack: Attack.

Brute Force

Upon choosing this archetype at 3rd level, you hit harder than many other fighters. Whenever you hit with a weapon you are proficient in, you may deal additional damage on the attack equal to one roll of your Mastery Die (Maximum of 1d12, this feature does not gain any numerical bonuses from level 29+)

If the attack is benefiting from a Maneuver that adds your Mastery die to its damage roll, you do not add this features bonus damage to the attack.

Weapon Preference

Additionally at 3rd level, you have become more adept with your favorite weaponry. Choose any Weapon School, your tier for that school increases by 1.

Brutal Force

Beginning at 6th level, your strongest hits are even stronger. Whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.

At 21st level, you may roll another die for determining the damage of the critical hit (Two die total)

Stubborn

Upon reaching 10th level, you are incredibly stubborn in fights. When you are reduced to 0 HP, you may use your reaction to make a weapon attack before falling unconscious. If you reduce a creature to 0 HP with this attack, you are reduced to 1 HP instead of falling unconscious.


Overwhelming Force

At 14th level, your weapons become even more forceful. You may now apply Brute Force on attacks that are benefiting from maneuvers that add your Mastery die to the attacks damage roll.

Bloody Fuel

Beginning at 18th level, your strongest hits are restorative to you. When you score a critical hit with a weapon attack, you may restore hit points equal to the bonus damage dealt from the critical hit.

You may use this feature a number of times equal to half your Constitution modifier (Rounded down, Minimum of 1) You regain all expended uses upon completing a long rest.

Very Stubborn

Upon reaching 21st level, your stubborn nature is near limitless. If you successfuly make yourself have 1 HP with your Stubborn feature, you regain usage of your reaction.

Pure Fuel

Finally at 25th level, your violent fuel is more readily available. You may now use Bloody Fuel a number of times equal to your Constitution modifier (Minimum of 2) Rather than half your Constitution modifier.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You gain the following features:

  • You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

  • You gain the Steed Caller combat trait if you do not already have it.


Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. You additionally learn one language of your choice.

Superior Mount

Upon reaching 6th level, your mount summoned from Find Steed begins to grow with you further, granting it the following benefits:

  • Its maximum HP increases by an amount equal to three times your Fighter level.

  • If its proficiency bonus is lower than yours, it may use your proficiency bonus instead.

Riders Bond

Beginning at 10th level, you have learned how to form a true bond with your mount. Over the course of 1 week, you may form a bond with a willing creature to make it your bonded mount. The creature must be capable of being considered a mount (Such as a horse, drake, wyvern or even willing dragon. This is heavily up to DM discretion)

The creature may be returned to life by casting Find Steed if it is dead and willing. Any benefits a creature you summon by Find Steed would receive, your bonded mount also receives.

If you bond with a new creature, your old bond immediately ends.

War Mount

Once you achieve 14th level, you are able to command your mount with grace and dignity. As a bonus action and by expending 1 Mastery Die, you may allow your mount to make an attack, choosing any one from its statblock.

You may choose whether to add the Mastery Die to the attack or damage roll of your mounts attack (But not both)

Enduring Mount

At 18th level, you are able to allow your mount to hold on even in the most dire of circumstances. When your mount would be reduced to 0 HP but not killed outright, you can expend a Mastery Die to cause it to be reduced to 1 HP instead.

Tireless Adventure

Beginning at 21st level, your mount becomes impossible to tire. Your mount is now immune to the Exhausted condition, and can not have its speed reduced by any means.

As One

Finally at 25th level, you are not simply a rider and mount, you are one entity. Whenever you or your bonded mount takes damage, either of you may choose to transfer any amount of the damage to the other, provided both are willing.

You must be mounted on your Bonded Mount to use this feature.

Champion

Regular fighters already train a lot, they need to in order to reach their desired power... Champions though? They take it to the extreme. Seeking perfection in both body and skill, Champions are what most people think of when they think of a Fighter.

Further Training

Upon choosing this archetype at 3rd level, you begin to receive the fruits of your training. You may select an additional Combat Trait from your Combat Training feature.

Remarkable Athlete

Once you reach 6th level, your body becomes further honed to endure the trials you subject it to. You have advantage on saving throws against any non-magical feature that would give you a level of exhaustion.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Physical Peak

Additionally at 6th level, your physical skill extends to physical activities in which you aren't familiar in. Whenever you make a Strength, Dexterity or Constitution ability check that does not already include your proficiency bonus, you may add half of your proficiency bonus to it (Rounded up)

Mixed Master

Beginning at 10th level, you're able to make use of your full body when striking. When you make an attack with a weapon using Strength or Dexterity, you gain a bonus to the attack and damage rolls equal to half of the modifier of the ability score not used (Rounded up, Minimum of 1)

Extra Improvement

At 14th level, your training advances further. Choose either your Strength, Dexterity or Constitution score. Your chosen score increases by 2, to a maximum of 20.

Survivor

Once you reach 18th level, you have become the pinnacle of battlefield endurance. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier (Minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.


Intense Training

Beginning at 21st level, you begin to improve your body beyond mortal limits. Choose either your Strength, Dexterity or Constitution score. Your chosen score increases by 2, and its maximum increases by 4.

Strainful Living

Finally at 25th level, your body has become fully accustomed to intense activity. You are able to short rest while performing Strenuous activity, if you engage in more than 1 minute (10 rounds) of combat during a short rest, it is interrupted. These rounds do not need to be consecutive.


Juggernaut

What's the point of knowing all these amazing abilities and being practically a god with your weapons when you keel over in the first few seconds of combat? Fighters who follow this archetype praise the superiority of defense.

Unbreaking

Upon choosing this archetype at 3rd level, you have strengthened your defense. Whenever you suffer Bludgeoning, Piercing or Slashing damage, you may subtract your Mastery die from the damage taken (This reduction cannot reduce the damage taken below half of its original value)

Armor Preference

Additionally at 3rd level, you have become more adept with your favorite armor. Choose any Armor School, your tier for that school increases by 1.

Juggernauts Resilience

Upon reaching 6th level, your fortitude is truly indomitable. Choose two saving throws, whenever you are forced to make a saving throw with one of the ones chosen, you may add your Mastery die to the saving throws result. If your Mastery Die has a flat numerical bonus (Levels 29+) You do not add this numerical bonus.

At levels 14 and 21, you may choose an additional two saving throws to apply this feature to.

Expanding Protection

Once you reach 10th level, your defensive abilities grow. Choose any three damage types other than psychic, you may now apply your Unbreaking damage reduction to the chosen damage types.

At levels 18 and 25, you may choose an additional three damage types to apply Unbreaking to (Other than psychic)

Magus Archetype

Warriors who practice in the arts of magic, Magus' blend steel and sorcery into a terrifying and lethally effective combination. Not all Magus' can be put into the same category however: Some focus on arcane magic, while others may focus on druidic magic, or even occult magic.


Mystical Profession

Upon choosing this archetype at 3rd level, you must choose a full spellcasting class from the below list. You gain that classes casting ability, being considered a caster of level equal to half your fighter level (Rounded down) For example, if you were a 7th level Magus, you'd have the spellcasting equivalent to a 3rd level Full caster.

You use that classes spell list as normal, and follow their normal progression for learning spells (Whether it be a prepared caster or a known caster)

Class Profession Name
Bard (Charisma) Musical Warrior
Cleric (Wisdom) Holy Vanguard
Druid (Wisdom) Primeval Warden
Sorcerer (Charisma) Legacy Defender
Warlock (Charisma) Eldritch Knight
Wizard (Intelligence) Arcane Guard

War Magic

Upon reaching 6th level, you are able to blend your combat with magic seamlessly. Whenever you take the attack action, you may replace one of your attacks with a cantrip.

Magus Strike

Beginning at 10th level, your steel aids your sorcery. After hitting a creature with a weapon attack, that creature has disadvantage on its next saving throw against one of your Magus Spells before the end of your next turn.

Arcane Charge

Once you reach 14th level, you become capable of moving across the battlefield in flashes of magical energy. As a bonus action on your turn and by expending a Mastery Die, you may teleport to an unoccupied space that you can see.

The range of this teleport is equal to 5 times the number rolled on your Mastery die in feet.

Arcana Knight

At 18th level, your leftover magic begins to fuel your martial abilities. Whenever you expend a spell slot of 3rd level or higher, you regain one expended Mastery die.

Mayhem Magic

Beginning at 21st level, your mastery over magic and steel heightens. When you take the attack action, you may use your bonus action to cast a spell of 3rd level or lower.

Quick Recharge

Finally at 25th level, your magic recovers at an astonishing rate. Whenever you finish a short rest, you recover all of your spell slots of 3rd level or lower.

Prodigy Archetype

Some people are just naturally gifted when it comes to things. Some are natural geniuses that can learn things with little effort, some are natural adepts at magic who practically have it flowing through them, and some... Are immediate experts when it comes to martial combat.

Prodigious Skill

As a prodigy, you do not need any sort of special abilities or techniques to be a master at your craft. Whenever you would gain an Archetype feature (Levels 3, 6, 10, 14, 18, 21 and 25) you instead gain the Ability Score Improvement feature.

This functions exactly as a normal Ability Score improvement, you can increase your stats or you can select a non-legendary feat.

Inspiration

This was inspired by u/DarkAureole and their Fighterer subclass, which is a joke subclass they made with their twitch chat.

With Legendary PCs I felt this was fitting as a potential option to allow for further customization, so I added it as one of the subclass options!

Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Giants Might

Upon choosing this archetype at 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. While you are large, your reach increases by 5-feet.

  • You have advantage on Strength checks and Strength saving throws.

  • Your melee weapon attacks deal 1d6 bonus damage. This increases to 1d8 at Fighter level 14, and 1d10 at Fighter level 21.

These benefits last for a minute, until you fall unconscious, or you use a bonus action to end the state. You may use this feature twice, and you regain all expended uses of it upon completing a long rest.

Rune Carver

Additionally at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described on the next page, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. At Fighter levels 7, 10, 14, and 21, you learn an additional rune.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

In addition to this, you gain proficiency in smith's tools, and you learn to speak, read and write Giant.

Runic Barrier

Upon reaching 6th level, you learn to sacrifice your runes for defense. When you or a creature within 60-feet of you is hit with an attack, you may expend your reaction to reduce the damage taken to 0.

In order to use this feature, you must remove a rune off of an item benefiting from it.


Runic Mastery

At 10th level, you may invoke each Rune you know from Rune Carver twice, rather than once in between rests.

Everlasting Size

Once you reach 14th level, you begin to grow more accustomed to your larger stature. There is no longer a time limit on your Giants Might feature, and you may use it any number of times between rests.

Master Invoker

Beginning at 18th level, you become a true adept at invoking the runes. You may invoke a rune you know on your turn without requiring any action, you may only invoke one rune per turn.

Titan

At 21st level, you receive another growth spurt! When you grow from Giants Might, you may choose to become Huge instead of large if there is enough room to do so. If you do, your reach is increased by 10-feet rather than 5.

Master Rune

Finally at 25th level, you have perfected one of your runes into its purest form... Choose one of the following features, which can not be changed after it is chosen:

Haug. You are permanently under the effects of the Hill Runes invoked effects while in Giants Might.

Ild. While in your Giants Might feature, your weapon attacks deal an additional 1d6 fire damage on hit.

Ise. You are permanently under the effects of the Frost Runes invoked effects while in Giants Might.

Skye. While in your Giants Might feature, you have a flying speed equal to your walking speed.

Stein. While in your Giants Might feature, if a creature is not immune to being Charmed, it has disadvantage on attack rolls against you.

Uvar. You are permanently under the effects of the Storm Runes invoked effects while in Giants Might.

Runes

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Haug (Hill Rune)

This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Ild (Fire Rune)

This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Ise (Frost Rune)

This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.


Skye (Cloud Rune)

This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Stein (Stone Rune)

This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Uvar (Storm Rune)

Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Maneuvers

Below are the maneuvers available for a fighter to learn. A fighter knows a number of maneuvers according to the amount for their fighter level in the fighter class table, and only one maneuver may be used per attack, ability check or saving throw.

As a note, if a feature says "Equal to your Mastery Die" or something similar, that means you roll your mastery die and use whatever you rolled as the number for said feature.

Borrowing and Inspiration

A huge thank you to u/LaserLlama. Many maneuvers found here are borrowed from or inspired by the martial exploits they have made for their Alternate Fighter/Barbarian class and Warlord class.

I asked for permission and received permission to do so, so again, huge thank you! Check out their Patreon for more amazing content.

Agonizing Strike

When you hit a creature with a weapon attack, you may expend a Mastery die and add it to the attacks damage. Additionally, if this attack causes the struck creature to make a Concentration check, they suffer a penalty to their check equal to the bonus damage of the Mastery die.

Assassin's Grace

Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know whether you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Blinding Strike

As a bonus action, you can expend a Mastery Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Mastery Die and is blinded until the start of your next turn.

A creature must have eyes in order to be blinded by this feature.

Burst of Strength

Whenever you make a Strength or Athletics check in order to lift or open something, you may expend a Mastery die and add the result to your check.


Change Target

When you miss a creature with a weapon attack, you may expend a Mastery die to remake the attack roll against another creature within 5-feet of the target. This attack has disadvantage, however you may add the expended Mastery die to the attack roll.

Charlatan's Guile

Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend a Mastery Die and add it to the result of your roll. You can use this Maneuver after you roll, but before you find out whether you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Cheap Shot

As a reaction to another creature within 5-feet of you attempting to use a reaction or legendary action, you may expend a Mastery die to attempt to stop them. The creature must succeed on a Constitution saving throw, on a failed saving throw they do not use their reaction/legendary action and they lose usage of it as if they used it normally.

Combat Appraisal

As an action and by expending a Mastery die, you may target a creature within 60-feet of you. You learn if it is your equal, inferior or superior in one of the following attributes of your choice:

Strength Score Armor Class
Dexterity Score Total Hit Points
Constitution Score Current Hit Points
Fighter Class Levels Proficiency Bonus
Total Class Levels Maneuvers Known

If you roll a 6 or higher on your Mastery die, you may instead learn this information about 2 attributes.

Commander's Presence

Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Cripple

When you hit a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Dexterity saving throw, on a failed save its speed is reduced by 5 times the number rolled on your mastery die until the start of your next turn.

Curved Toss

When you hit a creature with a weapon attack, you may expend a Mastery die to cause the attack to curve. A creature within 5-feet of the struck target suffers slashing damage equal to your Mastery die.

Disarm

Upon hitting a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Strength saving throw, on a failed save it must drop one item of your choice, which lands at the creatures feet.

Encourage

As a reaction to a creature within 60-feet making an attack roll or saving throw, you may expend a Mastery die to encourage them. If the creature is an ally, they gain a bonus to their attack roll equal to your Mastery die. If the creature is an enemy, they suffer a penalty to their attack roll equal to your Mastery die (Due to the confusion of you encouraging them)

Hefty Shove

In place of an attack, you may expend a Mastery die to force a creature within your reach to make a Strength saving throw. On a failed save, they are pushed a number of feet away from you equal to Your Strength modifier x Your Mastery die (Minimum of 5-feet)

For example, if your Strength modifier is 4 and you rolled a 3, they'd be pushed 12-feet. It's probably best to just round that down to 10 feet

Heroic Endurance

Whenever you make a saving throw against being Stunned, Incapacitated or knocked Unconscious, you can expend a Mastery die and add it to the result of your saving throw. You can use this Maneuver after you see the result of your roll, but before you know if you succeed.

Hurl

In place of an attack, you can expend a number of Mastery Die up to your Dexterity modifier (Minimum of 1) to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to the amount of Mastery Die Expended + your Strength modifier.

If you expend two or more mastery die, the target suffers half damage on a successful save instead of no damage.

Note: This maneuver uses dexterity to determine how many die you can expend while using strength for the save and damage roll


Launching Blow

When you hit a creature with a melee weapon attack, you may expend one Mastery die and add the result to the damage roll. The struck creature is additionally pushed 5-feet away from you. If the result of your Mastery die was 6 or higher, they are instead pushed 10-feet away from you.

Lunge

When you make a melee weapon attack, you may expend one Mastery die to increase the attacks range by 5-feet. If the attack hits, you deal additional damage on the attack equal to your Mastery die.

Mock

As a bonus action, you may expend a Mastery die and mock a creature within 60-feet of you. The creature must succeed on a Wisdom saving throw, on a failed save, they become Insulted until the end of your next turn.

A creature who is Insulted has disadvantage on attack rolls against creatures other than you, and they consider all terrain while moving away from you to be difficult terrain. For every 5-feet they move in this difficult terrain, they suffer psychic damage equal to your Mastery die.

Whenever you make a check using Cartographer's or Navigator's tools, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know whether you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Overwhelm Shield

As a bonus action while a creature wielding a shield is within 5-feet of you, you may subject an abnormal amount of force to the shield. You may expend a Mastery die to deal damage to the creature equal to one roll of your Mastery die + Your Strength modifier.

Parry

As a reaction to being hit by a melee weapon attack, you may expend one Mastery Die to gain a bonus to your AC against that attack equal to your Mastery Die.

Rally

As a bonus action, you can expend a Mastery die to rally yourself and your allies. Yourself and a number of other creatures equal to your Charisma modifier (Minimum of 1) may immediately move up to half their movement speed without provoking attacks of opportunity.

Rampage

Once per turn if you have reduced a creature to 0 HP at any point in this turn, you may expend a Mastery die to regain usage of your bonus action.

Riposte

As a reaction to being targeted with a melee attack, you may expend a Mastery die and make an attack with a melee weapon you are holding. If your attack roll is higher than the attacking creatures attack roll, their attack misses regardless of your AC, and they suffer damage equal to your Mastery die (This damage is the same type as your weapon)

Ripping Strike

When you hit a creature with a weapon attack, you may expend a Mastery die to leave a messy wound, rolling the mastery die. At the start of each of the creatures turns, they suffer necrotic damage equal to the total rolled.

This lasts until the creature receives magical healing or another creature uses an action to make a medicine check and succeed on the check (DC for the check is the same as your Maneuver DC)

Scholar's Mind

Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Second Wind

As a bonus action, you can expend a Mastery Die to recover hit points equal to your Mastery Die + Your Fighter Level.

You can only use this maneuver if you have suffered damage since the beginning of your last turn, and you can not recover more HP from this feature than the damage you have suffered since then.

Sieging Blow

When you hit a nonmagical object with an attack, you may expend a Mastery die to maximize the damage of the attack against the object. If the object is destroyed from this attack, you regain the mastery die expended to use this maneuver.

Silencing Strike

When you hit a creature with a weapon attack, you may expend a Mastery die and add the die to the attacks damage. It additionally must make a Constitution saving throw, on a failed save it is unable to speak or cast spells with verbal components until the end of your next turn.

Sleuth's Observation

Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Speech

Over the course of 1 minute or longer (The nature of the speech may require it to take longer), you may expend a mastery die to deliver either an Inspirational Speech or an Intimidating Speech. A number of creatures equal to your Charisma score (Score, not modifier) who heard your speech are affected by it. Creatures cannot be affected by either speech if their Charisma score is equal to or higher than yours.

The effects of the speech remain on a creature for a number of hours equal to your Charisma score + Your Mastery die.

Inspirational Speech. All creatures who heard the speech feel motivated. Whenever they make an ability check that is related in some way to your speech, they may add your Mastery die to the check (For example, if you were motivating people to be able to build something quickly, they'd add it to checks related to building)

Intimidating Speech. All creatures who heard the speech feel demoralized. Whenever they make an ability check that is related in some way to your speech, they subtract your Mastery die from the check (For example, if you gave a speech about how hopeless it was to continue building a wall, they'd subtract your die from checks made to build the wall)


Survivalist's Craft

Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend a Mastery Die and add it to your roll. You can use this Master after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Tendon Cutter

As a reaction to a creature within 5-feet of you attempting to move, you may expend a Mastery die and make an attack roll against them. On a hit, instead of dealing damage, their movement speed is reduced to 0 until the end of their current turn.

Tinker's Experience

Whenever you make an ability check with a set of Artisan's tools you are proficient in, you can expend a Mastery Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

A skill check using an ability score with a negative modifier can not benefit from this feature.

Tripping Strike

When you hit a creature with a weapon attack, you may expend a Mastery die an add the die to the attacks damage. It additionally must make a Strength saving throw, failing prone on a failed saving throw.

Total Precision

When you make a weapon attack against a creature, you may expend a Mastery die and add it to the attack roll. You may do so before or after seeing the attack roll, but before you know if the attack misses.

If an attack benefiting from this feature exceeds a creatures AC by 10 or more, it becomes a critical hit.

Wild Strike

When you make a melee weapon attack, you can expend a Mastery Die as part of the attack to strike with wild abandon. You must subtract your Mastery Die from your attack roll. However, on hit, you deal additional damage equal to two times the number subtracted.

Advanced Maneuvers

Below are the maneuvers available for a fighter to learn that requires a bit more skill to acquire. Every advanced maneuver has a prerequisite, requiring you to be a specific tier in a weapon or armor school (Such as requiring being tier 2 in Cleavers)

A maneuver with such a prerequisite can only be used for attacks with weapons belonging to its prerequisite weapon school.

Advanced maneuvers otherwise function normally. Meaning they are learned as you would regular maneuvers, count against your maneuvers known and requiring the expenditure of Mastery die.

Arrow Storm

Bows Tier 3

As an action and by expending a Mastery die, you may select a 30-foot radius you can see within your weapons range, all creatures of your choice must succeed on a Dexterity saving throw against your Maneuver DC, suffering piercing damage equal to your Mastery die + Your Dexterity modifier (Or Strength modifier if you have the Strongbow combat trait) on a failed save, or half as much on a successful one.

You must have ammunition for each individual target.

Blade Rush

Blades Tier 1

As an action or in place of up to two attacks, you may expend a Mastery die to move up to your speed in a straight line. All creatures you pass through must succeed on a Dexterity saving throw, suffering damage equal to two rolls of your Mastery die + Your Strength or Dexterity modifier (Your choice) on a failed saving throw.

Attacks of opportunity made against you while using this maneuver suffer a penalty to their attack roll equal to your Mastery die.

This maneuver is strenuous to use, thus it can only be used once per turn.

Bloodletting Strike

Cleavers or Skewers Tier 1

When you hit a creature with a weapon attack, you may expend a Mastery die and add it to the attacks damage. Additionally, all healing the struck creature receives is halved (Rounded down) until the start of your next turn.

Curving Shot

Bows Tier 1

When you miss a creature with a ranged weapon attack roll, you can expend a Mastery die to reroll the attack against another creature within 30-feet of your initial target. This creature must still be within the bows range. On a hit, the attack deals bonus damage equal to your Mastery die.


Defensive Sacrifice

Shields Tier 3

When you are hit with a weapon attack, you may permanently reduce the AC of a shield you are wielding by 1 to reduce the attacks damage to 0. If a shield has lost 2 AC from this feature it is destroyed.

Shields that are not destroyed may be repaired over the course of a long rest if you possess smithing tools.

Destruction

Strikers Tier 2

When you hit an object with a weapon attack, you can expend a Mastery die to increase its destructive force. The damage of the attack is multiplied by an amount equal to half of your Mastery die (Rounded down)

Haft Block

Polearms Tier 3

As a bonus action on your turn, you can expend a Mastery die to block with your weapons haft. Until the start of your next turn, you reduce all melee weapon damage you take by an amount equal to your Mastery die.

If you are disarmed of or make an attack with your polearm this effect ends early.

Heart Pierce

Crossbows Tier 3

Before you make an attack, you can expend a Mastery die to declare this to be a Heart Piercing attack. This attack has disadvantage, however on a hit it is automatically a critical hit.

An attack can not be a Heart Piercing attack if you already had disadvantage on the attack roll.

Immovable Jab

Skewers Tier 1

In place an attack, you can expend a Mastery die to jab forwards with impossible strength. A creature within your weapons range must succeed on a Dexterity saving throw, or suffer damage as if they were struck by your weapon. They also suffer additional damage equal to your Mastery die.

Knowing Attack

Polearms Tier 2

As a reaction to a creature moving within your melee weapons reach, you can expend a Mastery die and make an attack against them. On a hit, you deal bonus damage equal to your Mastery die.

Maim

Blades or Cleavers Tier 2

When you score a critical hit, you may expend a mastery die to roll an additional d20. If this die would also critically hit, you may lop off one of the creatures appendages. In special cases such as creatures with tentacles, the DM decides what kind of detriments this would inflict upon the creature.

A creature with a missing leg has their speed halved, if they are missing all of their legs their speed is 0. A creature with one arm can't use two handed equipment or wield two items.

If this additional die does not also critically hit, you instead add your Mastery die to the attacks damage.

Pinning Shot

Bows or Crossbows Tier 2

When you hit a creature with a ranged weapon attack, you can expend a Mastery die to cause the missile to lodge itself deep in the creature. For every lodged missile in them, a creature has its speed reduced by 5-feet, and suffers piercing damage equal to your Mastery die at the start of each of its turns.

A creature can remove up to two missiles from themselves as an action.

Shielded Advance

Shields Tier 1

When you are targeted with a melee attack of opportunity, you can expend a Mastery die as a reaction to add the result of the die to your AC for that attack. You must be wielding a shield to use this Maneuver.


Steel Wind Assault

Blades Tier 3

In place of an attack, you can expend a Mastery die to flourish your melee weapon and disappear. Choose up to 5 creatures you can see within your movement speed (Not accounting for speed reductions) you make an attack roll against each target. On a hit, a creature suffers damage equal to your Mastery die + Your Strength or Dexterity modifier (Your choice)

You then appear in an unoccupied space within 5-feet of a creature targeted by this maneuver.

This maneuver is strenuous to use, thus it can only be used once per turn.

Sunder

Strikers Tier 3

When you make an attack against a creature, you may choose to make it a Sundering Blow by expending a Mastery die. This attack has disadvantage and deals half damage on a hit, however if the creature is wearing manufactured armor (Such as plate armor) it suffers a -1 penalty to its AC. This penalty remains until the damage is repaired, and this penalty can stack from multiple Sundering Blows.

Armor is considered completely destroyed if the creatures AC becomes equal to 10 + Their Dexterity Modifier while wearing it.

An attack can not be a Sundering Blow if you already had disadvantage on the attack roll.

Terra Breaker

Polearms or Strikers Tier 2

As an action or in place of up to two attacks, you may expend a Mastery die to strike the ground and cause it to shake. All other creatures within 20-feet of you must succeed on a Strength saving throw, suffering damage equal to two rolls of your Mastery die + Your Strength or Dexterity modifier (Your choice) on a failed saving throw, or half as much on a successful one.

Creatures who fail this saving throw are also knocked prone.

This maneuver is strenuous to use, thus it can only be used once per turn.

Unstoppable Blow

Cleavers Tier 3

In place of an attack, you can expend a Mastery die to roll 3d20, the results of which can not be altered in any way. If all die would critically hit, you can decapitate your target creature. The creature instantly dies if it can not survive without a head.

Vault

Polearms Tier 1

In place of an attack, you can expend a Mastery die to use your weapon to propel yourself. You can immediately make a standing High or Long jump, gaining a bonus to the jump distance equal to your Mastery die. Movement from this jump does not provoke attacks of opportunity.

Water Impalement

Bows, Crossbows or Skewers Tier 2

After dealing piercing damage to a creature, you may expend a Mastery die to force them to make a Constitution saving throw. On a failed saving throw, it becomes so difficult for them to breath that it's like they are underwater.

The creature cannot speak and thus they cannot supply the verbal components for spells, they are also considered to be suffocating. At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful save.

This maneuver is strenuous to use, thus it can only be used once per turn.

Wracking Strike

Strikers Tier 2

When you hit with a weapon attack, you can expend a Mastery die and add it to the attacks damage roll. Additionally, the struck creature must succeed on a Constitution saving throw, on a failed save they suffer one of the following effects of your choice until the start of your next turn:

  • Its speed is reduced to 0.

  • It can only speak falteringly.

  • It can only take an action or bonus action on its turn, not both.

  • It has disadvantage on Dexterity saving throws.

Wind Slash

Blades or Cleavers Tier 2

You must use a slashing weapon for this Maneuver.

In place of a weapon attack, you may slash with such force that the wind becomes a lethal blast, making a ranged weapon attack against a creature within 60-feet of you (Which can use either Strength or Dexterity) On a hit the target suffers damage as if they were struck by the weapon used to create this wind blast.

As a bonus action you may expend a Mastery die to make an attack with this wind.

Combat Traits

Below you will find the features you are able to select from your Combat Training feature at levels 6, 10, 14, 18, 21 and 25.

Action Surge

You are able to push yourself beyond your limits, gaining an additional action this turn (No action required) Once you use this feature, you may not do so again until you complete a short or long rest.

If you have at least 14 levels in this class, you may choose this feature a second time; gaining an additional usage between rests.

If you have at least 25 levels in this class, you may choose this feature a third time; gaining an additional usage between rests.

Aggressive Armor

While wearing armor that is outfitted with weapons or something similar (Such as spiked armor, or barbed armor) you may use your bonus action to attack with the armor. This natural attack uses your choice of Strength and Dexterity, and the damage die is a 1d4.

Archer's Eye

Immediately before making an attack with a ranged weapon you are proficient with, you may choose to gain a bonus to said attack roll equal to your Mastery die.

You may use this feature a number of times equal to your Dexterity modifier (Minimum of 1) You regain all expended uses upon completing a short or long rest.

If you have the Forceful Shot feature, you may use your Strength modifier for calculating the number of uses you have for this feature.

Battlefield Cleaner

When you hit a creature with a weapon attack, the creature takes extra damage equal to your Mastery die if it is below half its hit point maximum. A creature may only be afflicted with this damage once per round.

Cautious Combat

At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make receive a penalty to their damage rolls equal to your chosen number until the start of your next turn.

However, all instances of weapon damage against you also gain a penalty to their damage rolls equal to this bonus until the start of your next turn. This penalty is applied before resistances are applied.

Colossus Toppler

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


Dual Wielder

When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack.

Additionally, you may add your ability modifier to your offhand attack if you were not already.

Duelist

When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)

Fighting Spirit

As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain temporary hit points equal to your Fighter level.

You may use this feature three times, regaining all expended uses upon completing a long rest.

Forceful Shot

When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier.

When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Improvised Fighter

You are proficient with improvised weapons, and attacks made with improvised weapons you wield use a damage die equal to your Mastery die. Most improvised weapons (Such as a chair, plate or something similar) will not be able to be used for more than one attack (DM discretion regarding how many attacks an improvised weapon can be used for)

Marine Archer

Provided you are not wearing medium or heavy armor, and not wielding a shield, you have a swimming speed equal to your walking speed. Additionally, provided the target is within half of your weapons short range, you do not have disadvantage on attack rolls made with ranged weapons while underwater.

Marine Warrior

Provided you are not wearing medium or heavy armor, and not wielding a shield, you have a swimming speed equal to your walking speed. While in water or within 5-feet of a body of water no smaller than a lake, you gain a +1 bonus to your AC, attack rolls and damage rolls.

Novice Runesmith

Select a rune from the Rune Knight subclass, you learn that rune and are able to inscribe it on your equipment as per the subclasses rules. You are unable to invoke the rune you learn from this feature.

You can not select this if your subclass is Rune Knight.

Offensive Shields

You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls.

On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.

Reckless Combat

At the start of your turn, you may choose any number equal to or less than your proficiency bonus (No action required) All weapon attacks you make gain a bonus to their damage rolls equal to your chosen number until the start of your next turn.

However, all instances of weapon damage against you also gain a bonus to their damage rolls equal to this bonus until the start of your next turn.

Resilient Body

Your HP maximum increases by an amount equal to four times your level in this class. Everytime you gain a Fighter level, your maximum HP increases by an additional 4 HP.

You may select this trait multiple times.

Sightless Warrior

You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Skirmisher

When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.

Stance Shifter

While wielding a shield and a weapon in which you are proficient in, you may shift between an Offensive Stance and Defensive Stance. You may change your stance at the start of your turn (No action required) and when you do so, you lose the benefits of your previous stance.

Defensive Stance. Whenever you take damage, you reduce the amount taken by half your proficiency bonus (Rounded down)

Offensive Stance. Whenever you deal damage with a weapon you are proficient in, you deal additional damage equal to half your proficiency bonus (Rounded down)

Steed Caller

You can cast the Find Steed spell without expending a spell slot. After you do so, you may not do so again until you complete a long rest.

Versatile Warrior

While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands.

One Hand. You gain a +2 bonus to your Armor Class.

Two Hands. You gain a +3 bonus to the weapons damage rolls.

Weapon Juggler

You can draw a weapon that has the thrown property as apart of the attack you make with the weapon.

Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.

Critical Improvement

Prerequisite: 6th Level

Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example)

If you have at least 21 levels in this class, you may take this feature a second time, increasing your critical range for weapon attacks further (From 19-20 to 18-20 for example)

Evasion

Prerequisite: 6th Level

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

If you have at least 21 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones.

Brutal Critical

Prerequisite: 10th Level

Whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.

If you have at least 18 levels in this class, you may select this feature a second time. If you have at least 25 levels in this class, you may select this feature a third time. Subsequent takings add an additional die as normal.

Indomitable

Prerequisite: 10th Level

You are able to reroll a saving throw you fail, potentially turning it into a success. If you do succeed, you are unable to use this feature until you complete a long rest. If you still fail the saving throw, you do not lose your usage of this feature.

You are able to select this feature up to 3 times, gaining a usage for each time it has been taken.

Rapid Strike

Prerequisite: 14th Level

When you make an attack roll with advantage, you can instead forfeit your advantage on the roll to make an additional attack against the same target. You may only do so once per round.

If you have at least 25 levels in this class, you may select this feature a second time. If you do so you can use this feature twice per round.

Strength Before Death

Prerequisite: 25th Level

If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Legendary Actions

Here you will find the Legendary actions that only a Fighter of the appropriate level can learn (If a Fighter specific Legendary action requires 2 actions, you must be a level 11 Fighter to know it for example)

Attack Blitz

Cost: 1 Legendary Action

You make two attacks with a weapon you are wielding at disadvantage. Advantage does not cancel out this disadvantage.

Catch

Cost: 1 Legendary Action

When you would use your reaction to make an attack of opportunity, you can instead spend a legendary action to make it.

Guard Up

Cost: 2 Legendary Actions

You increase your AC by an amount equal to your Dexterity modifier (Minimum of 0) until the beginning of your next turn.

Martial Superiority

Cost: 1 Legendary Action

The next time you make a Strength, Dexterity or Constitution saving throw before the beginning of your next turn, you have advantage on the roll.

Supreme Grit

Cost: 1 Legendary Action

You tough yourself out, reducing all damage you take by your Strength Modifier (Minimum of 1) until the end of your next turn.

True Mastery

Cost: 2 Legendary Actions

The next time you would expend a mastery die before the end of your next turn, you instead do not need to expend one.


Leveling Beyond 30

Here you can find what the Legendary Fighter gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary fighter gains a regular ASI.

  • Every third ASI a legendary fighter would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every 4 levels starting at level 31 (31, 35, 39, 43 ect) you gain an additional Mastery die.

  • Every 4 levels starting at level 33 (33, 37, 41, 45 ect) you gain an additional +1 to your mastery die rolls.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for Strength, Dexterity and Constitution is equal to your Fighter level if they were not already higher.

Changelog

Version 1.1.1 (April 13th 2023)

A very minor update that every legendary class is receiving, increasing their hit points

  • Hit die is now 2d10, you now add double your Constitution modifier for each level.

Version 1.1 (March 4th 2023)

The second release that largely aimed at adding onto the existing class and fixing issues that were pointed out.

  • Updated Master of War to have two more features: Gaining a temporary mastery die at the start of each of your turns and recovering an expended mastery die every 10 minutes.

  • Added 2 new subclasses: Brute and Juggernaut

  • Fixed up various subclasses (Many incorrectly stated that you gained one of their features at 7th level, when it should've been 6th level-one even stated 15th level instead of 14th level.

  • The Cavaliar subclass War Mount feature now adds the Mastery die to the mounts attack or damage roll (Your choice). You also must now be mounted to your Bonded Mount to use the As One feature.

  • The Magus subclass now has a 10th level feature.

  • Added 12 new Regular Maneuvers: Change Target, Cheap Shot, Navigator's Sense, Overwhelm Shield, Rampage, Ripping Strike, Sieging Blow, Speech, Tendon Cutter, Tinker's Experience and Tripping Strike!

  • Added 4 new Advanced Maneuvers: Blade Rush, Terra Breaker, Water Impalement and Wind Slash!

  • Added the Resilient Body combat trait.

  • Reformatted the combat traits to be more in line with how the other class documents look.

  • Fixed various typos throughout the document!

Version 1.0 (Auguest 17th 2022)

The first release of this Legendary class and the second overall legendary class I made, it was also the class that gave me the idea for combat traits, which was used for every legendary class afterwards.

  • Released with five subclasses: Cavaliar, Champion, Magus, Prodigy and Rune Knight.

  • Released with 27 Regular Maneuvers and 17 Advanced Maneuvers

  • Released with 30 Combat Traits

  • Released with 6 Legendary Action options

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT


Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: O-5

  • Living Legend: Trains

  • Savior: Amelia Strange

  • Renowned Hero: InsaneInsanity

  • Mercenary: Deathknight

  • Folk Hero: Nate Meyer